Magical Power
Magic has been woven into the fabric of Wardenfall since its earliest days. Though myths of origin differ across regions and cultures, one truth is widely accepted: the ancient Enchanters' Coven opened the Ethereal Portal to the Primal Realm. In that moment, a great surge of arcane energy swept across the land, awakening dormant forces and making magic more accessible to the people of Wardenfall.
To this day, the surge is recognized as the beginning of widespread arcane potential, though opinions differ on its true cause. Some believe it was the portal itself, others the primal beings that dwell beyond it, and a few even suggest another force entirely. Regardless of the source, the surge changed the world forever, setting the stage for the magical proliferation that has shaped Wardenfall's civilization ever since.
The Primal Realm, though largely unreachable by most, still exerts its influence on the world. Its connection to the arcane world remains mysterious, and many believe that it is a place where the very fabric of magic is born. Scholars speculate that the Primal Realm is a conduit to untapped forces, capable of shaping the destiny of entire civilizations. Magical entities occasionally cross over, guiding or even manipulating the arcane practitioners of Wardenfall. This ethereal link between the realm and the land is what powers the more potent forms of magic, fueling both blessings and curses alike.
To enhance their magical abilities, spellcasters such as wizards, clerics, druids, warlocks, and sorcerers have come to rely on arcane-infused crystals scattered throughout Wardenfall. Some, like the luminous Illyrium, are common and revered for their pure resonance with magical energies. Others, such as the shadowy and volatile Neigtvein crystals, are far rarer and shunned for their connection to dark magic. Whether used for good or ill, these crystals have become essential tools for wielders of the arcane.
Across the realm, magic is studied and refined in academies that classify spells into eight distinct schools of magic. These classifications are used by scholars and practitioners, especially wizards, to understand and teach spellcraft. Though the schools themselves have no inherent rules, many magical laws and traditions refer to them in shaping formal education and legal frameworks.
Across the realm, magic is studied and refined in academies that classify spells into eight distinct schools of magic. These classifications are used by scholars and practitioners, especially wizards, to understand and teach spellcraft. Though the schools themselves have no inherent rules, many magical laws and traditions refer to them in shaping formal education and legal frameworks. While magic flourishes throughout Wardenfall, its use within cities is carefully regulated. Most urban centers permit only basic magic unless otherwise allowed by local decree. Yet, when practiced with wisdom and restraint, magic is not a threat but a boon. It shapes the cities, heals the wounded, powers ancient artifacts, and binds the knowledge of the old world to the ambitions of the new. When guided by responsible hands, magic becomes a force that uplifts Wardenfall, lighting the path toward a future where wonder and civilization can thrive side by side.The Eight Schools of Magic
The Eight Schools of Magic are the foundation of arcane study in Wardenfall. They are: 1. Evocation - The manipulation of raw energy, including elemental forces like fire, ice, lightning, and force. 2. Divination - Magic that deals with foresight, the uncovering of hidden knowledge, and the understanding of the future or past. 3. Illusion - The art of manipulating perception, creating false images, sounds, and even altering physical sensations. 4. Transmutation - Magic that alters the properties of materials or beings, such as turning stone to gold or changing the shape of a creature. 5. Abjuration - Protective magic, including wards, shields, and defensive spells that guard against magic or physical harm. 6. Conjuration - The summoning of creatures, objects, or energies from other realms or planes. 7. Necromancy - The study of death, spirits, and the manipulation of life force, which is considered taboo in Wardenfall. 8. Enchantment - Magic focused on controlling the minds and emotions of others, typically through charms or compulsions.
By Decree of the High Council and Mandate of the Unified Accord of Realms Let it be known throughout all lands governed by the Accord that the following edicts shall be upheld without exception: I. The School of Necromancy All practice, teaching, or distribution of magic derived from the School of Necromancy is hereby strictly forbidden. The disturbance of the dead, through reanimation, communication, or manipulation of corpses and spirits, constitutes a violation of the sanctity of death and the natural order. Such acts are deemed a grievous transgression against the resting souls of the departed and shall be met with immediate censure, imprisonment, or execution, as deemed appropriate by local authority. II. The School of Enchantment The use of magic from the School of Enchantment, which seeks to subvert, dominate, or alter the free will of another, is outlawed in full. Enchantment spells—be they charms, compulsions, or forms of domination—are considered an abomination against autonomy and personhood. The manipulation of another's mind or will shall be regarded as a heinous crime, and violators shall be punished to the full extent of the law. III. The Practice of Blood Magic The use of blood magic, which draws upon the life force of living creatures, be it for power, control, or ritual, is hereby condemned. Such practices, which involve the sacrifice, manipulation, or coercion of blood for magical purposes, are deemed a corrupt perversion of natural law. Blood magic defiles the sanctity of life and shall be met with the same severity as necromantic practices, including imprisonment, exile, or execution, depending on the nature of the crime. These bans are absolute. Exceptions are not granted for arcane study, scholarly purposes, or sanctioned wartime operations. Temples, academies, and guilds are required to enforce these laws within their halls, and any found harboring practitioners of these forbidden arts shall be held equally accountable. Let this serve as a binding proclamation. The Accord shall not tolerate defiance. Signed and Sealed by the High Council of the Unified Accord In the Year 174 AD of the First Era